2D 游戏玩法使用的碰撞体类型的父类。
Additional resources: BoxCollider2D, CircleCollider2D, PolygonCollider2D, EdgeCollider2D, CapsuleCollider2D & CompositeCollider2D.
attachedRigidbody | 附加到 Collider2D 的 Rigidbody2D。 |
bounciness | 获取碰撞体使用的弹力。 |
bounds | 碰撞体的世界空间包围区域。 |
callbackLayers | The Layers that this Collider2D will report collision or trigger callbacks for during a contact with another Collider2D. |
composite | 获取可附加到该碰撞体的 CompositeCollider2D。 |
compositeCapable | Indicates if this Collider2D is capable of being composited by the CompositeCollider2D. |
compositeOperation | The composite operation to be used by a CompositeCollider2D. |
compositeOrder | The composite operation order to be used when a CompositeCollider2D is used. |
contactCaptureLayers | The layers of other Collider2D involved in contacts with this Collider2D that will be captured. |
density | 碰撞体的密度,用于计算其质量(如果启用自动质量)。 |
errorState | The error state that indicates the state of the physics shapes the 2D Collider tried to create. (Read Only) |
excludeLayers | The additional Layers that this Collider2D should exclude when deciding if a contact with another Collider2D should happen or not. |
forceReceiveLayers | The Layers that this Collider2D can receive forces from during a Collision contact with another Collider2D. |
forceSendLayers | The Layers that this Collider2D is allowed to send forces to during a Collision contact with another Collider2D. |
friction | 获取碰撞体使用的摩擦力。 |
includeLayers | The additional Layers that this Collider2D should include when deciding if a contact with another Collider2D should happen or not. |
isTrigger | 是否将碰撞体配置成了触发器? |
layerOverridePriority | A decision priority assigned to this Collider2D used when there is a conflicting decision on whether a contact between itself and another Collision2D should happen or not. |
localToWorldMatrix | The transformation matrix used to transform the Collider physics shapes to world space. |
offset | 碰撞体几何形状的局部偏移。 |
shapeCount | The number of active PhysicsShape2D the Collider2D is currently using. |
sharedMaterial | 应用于碰撞体的 PhysicsMaterial2D。 |
usedByEffector | 附加的特效器是否使用该碰撞体。 |
Cast | 将碰撞体形状投射到从该碰撞体位置开始的场景中,而忽略该碰撞体本身。 |
ClosestPoint | 返回此碰撞体周边上最接近指定 position 的点。 |
CreateMesh | 创建与 Collider2D 几何体定义的区域相同的平面 Mesh。 |
Distance | 计算该碰撞体与另一个碰撞体的最小间距。 |
GetContacts | 获取此碰撞体的所有接触点。 |
GetShapeBounds | Retrieves a list of Bounds for all PhysicsShape2D created by this Collider2D, and returns the combined Bounds of the retrieved list. |
GetShapeHash | 根据 Collider2D 的几何体生成简单哈希值。 |
GetShapes | Gets all the PhysicsShape2D used by the Collider2D. |
IsTouching | 检查该碰撞体是否正在接触 /collider/。 |
IsTouchingLayers | 检查该碰撞体是否正在接触指定 layerMask 上的任何碰撞体。 |
Overlap | 获取与该碰撞体重叠的所有碰撞体的列表。 |
OverlapPoint | 检查碰撞体是否与空间中的某个点重叠。 |
Raycast | 将光线投射到从碰撞体位置开始的场景中,并忽略碰撞体本身。 |
OnCollisionEnter2D | 当传入碰撞体与该对象的碰撞体接触时发送(仅限 2D 物理)。 |
OnCollisionExit2D | 当另一个对象上的碰撞体停止接触该对象的碰撞体时发送(仅限 2D 物理)。 |
OnCollisionStay2D | 在另一个对象上的碰撞体正在接触该对象的碰撞体时发送每个帧(仅限 2D 物理)。 |
OnTriggerEnter2D | 当另一个对象进入附加到该对象的触发碰撞体时发送(仅限 2D 物理)。 |
OnTriggerExit2D | 当另一个对象离开附加到该对象的触发碰撞体时发送(仅限 2D 物理)。 |
OnTriggerStay2D | 在另一个对象位于附加到该对象的触发碰撞体之内时发送每个帧(仅限 2D 物理)。 |
enabled | 启用的 Behaviour 可更新,禁用的 Behaviour 不可更新。 |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | 此组件附加到的游戏对象。始终将组件附加到游戏对象。 |
tag | 此游戏对象的标签。 |
transform | 附加到此 GameObject 的 Transform。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
BroadcastMessage | 调用此游戏对象或其任何子项中的每个 MonoBehaviour 上名为 methodName 的方法。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | 调用此游戏对象中的每个 MonoBehaviour 上名为 methodName 的方法。 |
SendMessageUpwards | 调用此游戏对象中的每个 MonoBehaviour 上或此行为的每个父级上名为 methodName 的方法。 |
TryGetComponent | 获取指定类型的组件(如果存在)。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |